Wednesday, January 31, 2024

Sentient Items and the Spirits That Inhabit Them

Several years back, I wrote - at length - about sentient items, to include a few examples.

In a way, this post is both summation and refinement of that post. 

A sentient amulet named The Mouth of Mimulus, from the book Return to Brookmere

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d10 Possible Spirits Providing Sentience

1 - a bound Celestial, willingly there to ensure a greater goal is achieved

2 - a bound Devil, tries to force bargains before using abilities

3 - a bound Demon, finding brief pleasure in monkeypawing the wielder's intents

4 - a Fey Spirit, determined to the make the most of its condition

5 - a Dragon, benevolent if metallic, maleficent if chromatic

6 - a bound Elemental, most likely a Djinn or Ifrit

7 - a normal animal, acting on instinct

8 - a Sphinx, speaks in riddles but knows much

9 - a ghost, perhaps of the first person slain by the item, its first wielder, or its creator

10 - a PC class, deliberately slain in the crafting process to inhabit the device


d10 Agendas Items Pursue Especially When Dominating Wielder

1 - Freedom - either through trading places, destruction of the item, or merely traveling extensively

2 - Vengeance - against a place, a cause, a faith, a family, or an individual

3 - Chaos - death and destruction for its own sake - the more grand, the better

4 - Self-Preservation - survival first, which may involve cowardice or acting in extremis

5 - Genocide - including forced suicide if a member of the race it hates tries to wield it

6 - Assist - it wants to help a place, person, cause, or faith and ensures they are helped

7 - Guide - the item leads (or drives) wielders to a specific place or conclusion

8 - Rule - the item wants to rule, and will do so through the wielder

9 - New Experiences - lives vicariously through its wielders, and after several centuries, is quite jaded

10 - Wealth - either in decorations for itself or donations to a cause or faith

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Share your favorite sentient item stories in the comments, please.

Sunday, January 21, 2024

Magic Item: Wheel of Fortune

The Rules Cyclopedia never fails to reveal something new with subsequent readings.  This time, I found the Wheel of Fortune on page 242, between Wheel of Floating and Wheel, Square.

Wheel of Fortune, by Daniel Gelon

The best part of the item description is this:
If desired, the wedges may be numbered from 1-20, 1-100, or some other conveniently determined number, and a chart may be made with more varied results.

That's right - customization is encouraged.  The basic Wheel of Fortune provides 6 positive results and 6 negative results, so an equal amount of both types of results makes complete sense.  

Looking at other BECMI and BX sources, we see that eating rock chips in B1 and drinking from a fountain in B5 both provide random effects (d20 and d8, respectively).  What all three have in common are the number of ways to raise and lower various (or all) attribute scores. B1 and the RC both provide free treasure in the form of cash, gems, and even minor magic items, as well as take it away.  It's worth noting that BECMI doesn't have a Deck of Many Things (at least the Rules Cyclopedia doesn't), but the DoMT is a similar item worth looting of ideas.

Using all these as potential sources, I have this as my draft expanded d20 Wheel of Fortune.

It features 10 positive and 10 negative results, with source in parentheses.

1 - Subtract 1 from each ability score (B5)

2 - Add 1 to each ability score (B5)

3 - Subtract 1 from Prime Requisite (RC)

4 - Add 1 to Prime Requisite (RC)

5 - Permanently lose 1d4+1 hit points (B5ish)

6 - Permanently gain 1d4+1 hit points (B5ish)

7 - Gems on person crumble to dust

8 - 3d10 gems appear in your mouth, stuffing your cheeks (Goonies).

9 - Jewelry on person turns into cheap costume jewelry worth nothing.

10 - 2d4 pieces of jewelry appear on your body.  

11 - Coins on person turn to lead.

12 - Coins rain down from above! type 1d8 1-2 copper, 3-5 silver, 6-7 gold, 8 platinum; 1d4 thousand copper and silver, 1d4 hundred gold and platinum.

13 - The least valuable magical item carried by spinner disintegrates (RC).

14 - A random weapon carried by spinner gains an enchantment (B1ish).

15 - Cursed! Roll on the Cursed! subtable below (B1ish).

16 - Blessed! Roll on the Blessed! subtable below.

17 - All nonmagical items carried and worn disintegrate into dust (RCish).

18 - All nonmagical items carried and worn become the finest quality possible, to include changing materials and workmanship.  

19 - Spinner dies.  No saving throw. (RC)

20 - Grants a wish, and the spinner knows it and can use it whenever they like.


Cursed! (d8) Note that a Remove Curse spell will suppress the curses for a time, but a true cure is required to finally be rid of each curse; knowledge of the true cure comes with the curse.

1 - Lycanthropy - d8 1-3 Wererat, 4-6 Werewolf, 7- Weretiger, 8- Devil Swine.

2 - Slow Healing - magic only heals 1 hp per casting; normal healing takes twice as long.

3 - Berserker - when combat begins, won't stop until all around are down, allies included.

4 - Unlucky - rolls disadvantage on all rolls.

5 - Marked - Charisma effectively reduced to 5 for reaction rolls, loyalty checks, and such.

6 - Hunted - something wants you dead - and it's coming.  DM choice of monster.

7 - Polymorph - d6 1-4 become a talking normal sized animal; 5-6 become a monster.  DM choice.

8 - Geased! - DM choice of what the spinner MUST do.


Blessed!

1 - Polyglot - gains the ability to speak and understand (but not read) 1d6+1 additional languages.

2 - Sniffer - can smell metal with concentration, as per the detect metal ability (like a magic sword). Full disclosure, I lifted this entry from the Idalium Story Hour on Dragonsfoot.

3 - Healer - can lay on hands to heal a person of disease, blindness, poison, or damage. 1/day

4 - Confident - Charisma raises to 18 for reaction rolls, loyalty checks, and such.

5 - Caster - can cast one useful spell per day: d6 1-3 Detect Magic, 4-5 Continual Light, 6 Knock

6 - Nature's Friend - animals are friendly towards you; you can Speak with Animals at will.

7 - Lucky - roll all nonattack and nondamage rolls at advantage. 

8 - Regenerate - as per ring; note that weapons that damage regenerators affect you, now

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It occurs to me that a group of enterprising (and morally questionable) individuals, be they PCs or organized bandits, might force captives to spin the wheel to harvest the treasure they may generate.

After all, the rules themselves state:

A charmed creature cannot move the wheel, and each user can spin the wheel only once per day. p241

So anyone charmed cannot spin the Wheel of Fortune.  Everyone else, though, can.

Forcing captives at swordpoint to spin the Wheel results in wealth-farming.  Yes, the captives may die, but I don't see that being an issue to bandits (or many PCs).  Why, an enterprising sort may even charge others for a spin, while a scholarly sort might try and document likely effects to 'find the pattern'.  Canny individuals will eventually realize the bad spins that disintegrate wealth and items only affects items carried, so stripping naked (or to a loincloth for PG-rated games) mitigates those rolls.  

If only using the book version of the Wheel of Fortune, there are 4 (out of 12) chances to score wealth: 1,000 gp OR 10 garnets OR a brooch OR a miscellaneous magic item.  These treasures just appear.  Me being me, I'd argue that this treasure comes from somewhere, likely a nearby dragon hoard or the treasure vaults of someone or something powerful.  As written though, they just materialize through the power of magic.  

Those wanting to cheat the house through telekinesis, other magic, or outright damage to the Wheel find that it all fizzles.  All magic fails except for Wish - wishes involving the Wheel of Fortune in any way cause it to disappear, but for good or just teleporting away to another location, the rulebook doesn't say.

The rules do specify that the wheel weighs 20,000 coins (2,000 pounds) and can only be moved by a creature with 26+ HD or levels, meaning that only the most powerful PCs are going to be able to move this into their strongholds, and then only by brute force, as the wheel is immune to pretty much all magic.  A mean translation suggests that even draft animals won't help, as they lack the HD.  

It would be far simpler for PCs to turn the location of the Wheel of Fortune into their stronghold; it would likely be cheaper, as well.

A Cursed! but Wealthy regular spinner of the Wheel of Fortune

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A bonus entry I am not sure where to put:

Dragon - a rift opens above you, streaming down thousands of silver, gold, and platinum coins, as well as dozens of gems and pieces of jewelry. With this wealth falls 2d4+1 magic items.  You dream at night of flight and flame, and find yourself changing ... shifting ... into a red dragon in 1d8 days.  The DM takes control of this now-NPC.

Sunday, January 7, 2024

Campaign Journals

There is something about a well-written campaign journal or log that is better than just reading a book.

I've read several over the years, and the single major drawback to reading campaign logs is that they - by virtue of being logs of games played at the table - tend to never reach completion, generally because the game itself falls to the vagaries of life.   So there is no satisfactory ending, just a stop in posting.

Despite this, I love reading them, and as I discovered a new log this weekend - one spanning 70+ sessions - I wanted to share: The Nightwick Abbey Campaign (the author of Nightwick Abbey is at In Places Deep).

You might be thinking that this is livestreamed games in written form, and to a degree that is correct.  At the same time, written logs are so much more, because it cuts out all (or at least much) of the real world, leaving only the in-game fiction. 

So here are some of my favorite campaign logs, and sources for more.  Reading through them will eat up your time, but they are strangely satisfying and certainly inspirational for your own games.

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Favorites:

Idalium, a B/X megadungeon campaign

The Extraordinary Delving and Cartography Company

Appendix P Party in Appendix A Solo Dungeon

Piratecat's Story Hour

The Long Stair part 1 - not exactly a campaign log, though it reads like one

The Long Stair part 2

Note that I am a thesis away from a Masters in Creative Writing.  The fiction I was writing was basically the Long Stair - and then I discovered these two threads and just ... stopped.  There is no way I could continue with that out there, now heavily influencing me.  Such is life.

Second note - Konsumterra has developed a Long Stair-related pdf if this setting catches your interest, there are several session logs at Elfmaids & Octopi, as well.  

Sadly, several of the tales I remember most have long disappeared into the digital graves that all such writing eventually enters.

Additional sources: Dragonsfoot and ENWorld

All that said, what are your favorite written campaign logs or story hours?


Tuesday, January 2, 2024

Water Features in the Dungeon

A staple of dungeons are magical pools, fountains, and springs, as well as waterfalls concealing sublevels and portals to elsewhere (or elsewhen) and raging rivers acting as barriers and rapid, albeit dangerous, transport to deeper in.

Magical pools have a long history in DnD, from the fabled pool room of B1: In Search of the Unknown to the Pool of Radiance of Goldbox Fame, and again in Ruins of Adventure.  Drinking deep from the well of knowledge even reveals Appendix A from the AD&D DMG.

From B1: In Search of the Unknown, page 17, room 31, art by Sutherland

Magical water features are fun, because they require players to interact with them, be it through drinking the water or bathing in it.  Perhaps my favorite unofficial pool comes from the campaign journal for Idalium, hosted at Dragonsfoot. It heals, raises, AND later clones anyone it raises, for all sorts of mischief at the table.

To add to risk/reward of exploration, perhaps pools only react well to specific races, alignments, or followers of specific deities.  Suddenly, those ill-considered choices made during PC creation matter.

1. Transmute Metal - either making base metals valuable or changing valuables to lead (and therefore sinking the carrier).
2. Adjust stats up or down - specific stats or roll randomly; a set amount or roll randomly.
3. Teleport - to one or more locations, depending on keys, a sequence, or random chance. Are they two-way or one-way.
4. Portal to different plane - the Feywild, the Astral, the abode of a specific deity, or the lair of Grendel's Mother.
5. Possession - the plot of Pool of Radiance.  Does the PC suddenly become an NPC, or can they be trusted to play as the new being.
6. Become Undead - pool glows a sickly red or purple, like that episode of Stranger Things; no doubt a rift to the Negative Energy Plane is at the bottom.
7. Polymorph - perhaps with a twist, like in Ranma 1/2.
8. Mutate - bubbling greenish goo, probably with an odor.  
9. Change size up or down - shrinking down may result in drowning.
10. Heal or Harm - be it straight hit points or conditions that are healed or inflicted, there is variety.
11. Raise Dead or Reincarnate - both result in the PC sticking around.
12. Clone - nothing happens at first, but with time, a clone will arise, a clone whose purpose is to destroy its progenitor.
13. Youth or Age - maybe you actually get younger or just forever remain your current age; then again, you may wrinkle and crumble to dust! Roll randomly for years or go by set amount.
14. Free XP - bonus power! Ideal if your game uses magic powered by XP; if not, 
15. De-magic something (or someone) - a nasty surprise or a welcome rescue from a curse.
16. Enchant something (or someone) - a welcome surprise or a nasty curse.  A werefish? Learn a spell?
17. Wild Magic - perhaps from this d10000 table or a more reasonable list.
18. Wish - either the pool itself or a fish swimming in the pool, like in a koi pond.  Does it monkeypaw?
19. Immortality - What does immortality look like? Perhaps it simply doesn't let you die, but still take damage and survive, regardless of condition.
20. Secrets - be sure they are actionable secrets - locations of lost hoards, true names of potent beings, eldritch rituals, etc - stuff the players will be interested in and try to use pursue at the table.

Of course, it is preferred that some clues be provided for a clever party to narrow down likely results.  One such clue is what liquid is in the pool.  Water, blood, wine, acid, or something else all change the color, consistency, and contents to anything you'd like.  The physical clues of statues and carvings and corpses around the pool can provide clues, as well.

In the end, though, someone needs to drink from or touch or bathe in the pool to see what happens.  Given the power of some of the affects, it is recommended that PCs only benefit from one bath or drink, not multiples.  Carrying water away as a later potion should probably fail, as well.

The beauty of such pools is that at least one player is guaranteed to give them a shot.  So if you use magical pools, be ready to handle the consequences.

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Of course, pools and fountains can also contain monsters, harkening back to Caric's adventures in the Dungeon of Dread, where he learns early on to "watch the water that is not water, and beware the basilisk!"  As the book cover shows, water weirds love to hang out in pools.


Other critters, do as well, though.  Water Elementals, Kelpies, Nixies and Naiads, Merrow, Aboleth, Ixitachital, Grey Ooze, and a variety of tenctacled monstrosities (like the Watcher in the Water from LotR).  All of which share one desire: to drown and likely eat unwary surface dwellers. 

A simple trick is to have something glowing and valuable looking in the pool.  That alone can be enough to bait the trap.  Players (and wise PCs) should suspect it to be a trap, but still go willingly because it could be a MAGIC ITEM.  

The things I learn from Angler Fish...

Anyhow, let me know in the comments about any fun magical pools your party has run afoul of.




Thursday, December 28, 2023

Ironguard: Winter 2023

Games set in Ironguard are back on the menu this winter break.  I have two-ish weeks without work and WITH friends that are available, so it is back to Ironguard we go.

So warm yourself by the fire and enjoy a mug or three of mulled wine as I relate the tale of the Warriors Three (no, not Volstagg the Voluminous, Fandral the Dashing, and Hogun the Grim), but Carwreck the Dwarf Fighter, Yelrah the Half-Orc Barbarian, and Corvallis of the greater Frilkasses, the Half-Elf Bard, and their quest to throw down another temple of chaos!

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Our noble band of adventurers meet at Ironguard Keep and after rolling on the rumor table for B5: Horror on the Hill, they decided to go hunt some potential Ogre slavers (rumor 3) because killing slavers is always a worthwhile endeavor.  As they equip themselves, they mentally prepare for ghouls (rumor 4) and for a trek to a monastery on the hill (rumor 1) - a likely place to find a Temple of Chaos!

During preparations, they spoke of a variety of topics, to include Yelrah's bitchin' tattoo.  From Carwreck he learned it is the symbol of a Dwarven warrior cult dedicated to Clangeddin Silveraxe.  Being a Half-Orc, it was deemed necessary for Yelrah to relate the tale of how he came by the tattoo.

We also learn that Carwreck is suffering a midlife crisis, having left the army for a life of true adventure.  Corvallis then dubs the company Dwarven Half and Half - the cream of the crop, as it were. 

Fully equipped, the intrepid explorers head into the ruins of Kingsbridge, with plans to cross the Kingsbridge proper and find the monastery and kick Ogre ass.

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Whilst in the ruins, the trio make it a point to say hello to Geppetto, the lone survivor who often talks about his wife and children.  Said wife is never seen, but his 'children' are - wooden puppets between 2 and 3 feet tall that are never seen to move, yet always appear closer when looked for.  He recalls Yelrah from previous encounters.  When Carwreck looked closely at one, it winked at him, sending the brave Dwarf scurrying.  

A variety of unnatural statues were appreciated and examined by the PCs - particularly the numerous rats, birds, and a mounted knight, his horse rearing up on two legs.  Corvallis examined the stone and determined it to be unnatural and suspicions of Geppetto's wife being a medusa were bandied about (out of Geppetto's earshot, of course).  

After gathering information from Geppetto, the intrepid band set off across the fabled Kingsbridge, an ancient Dwarf-made bridge spanning a deepish gorge, through which the river ran through.  Yelrah and Carwreck ran a footrace to the center of the span, and while catching their breath, they watched as first one, then a second, massive hand pulled an equally massive troll up over the side of the bridge, where it stood - its feet touching either side of bridge - and demanded a toll.

Discussion revealed the troll's name was Bannakaffalatta (because I had watched a Dr. Who Christmas special earlier that day) and it charged a toll to pass, to compensate its civic duty of keeping the bridge repaired.  Carwreck's quick investigation into nearby repairs verified the statement - fine Dwarven architecture, repaired by crude, yet functional, Troll stonework.

Corvallis and Yelrah quickly paid, with Bannakaffalatta swallowing the tolls.  Carwreck balked and spit in Bannakaffalatta's massive hand.  Corvallis's quick wit and silver tongue convinced the Troll that Dwarf spit was good for ashy skin, particularly faces.  This resulted in Carwreck spitting in Corvallis's hands and Corvallis rubbing it all over his face.  Bannakaffalatta grudgingly agreed, slapping Carwreck on his back as a gesture to GTFO the bridge.  This slap sent the Dwarf flying and left him sprawled on the ground.  The others took the hint and convinced Carwreck to take it as well, and they found themselves on the eastern side of Kingsbridge.

The plan involved overnighting at a caravanserai known to be several hours from the bridgehead, but upon arrival, it was apparent that it was no longer occupied.  The holes in the roof, the breaches in the low wall around the caravanserai, and the ashes of a bonfire containing scorched human bones being the main evidence.  Still, they cautiously entered the ruined building, and upon exploration, Yelrah encountered a ghoul feasting on hobgoblin.  Slaying the ghoul, the trio then cleared the rest of the ruins and used debris and an Alarm spell to secure the area somewhat.  

To cap things off, a rusting iron box was found in the well in the basement - containing a permanently waterlogged Cloak of Fire Resistance, an Elven dagger that constantly whispers "Stick me in your enemies!", a handful of water-damaged scrolls and a map, and a sack of coin.  

Then the Alarm spell went off and two more ghouls appeared, being swiftly dealt with by Carwreck and Yelrah.  Luckily for the PCs, the rest of the night passed without issue.  In the morning, multiple sets of naked humanoid prints and large wolf prints were noticed on the ground around the area and heading up the trail to the monastery.

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After a cold breakfast, the trio set off, proceeding up the trail, following the tracks in the muddy soil.  Soon, they came to a patch of Berry Bushes - large, ripe, tasty-looking raspberries that were found to be growing well out of season, so they avoided.  Moving ahead, the Warriors Three heard the sound of combat and fanned out to see what or who was fighting.

Caution paid off, and the trio found themselves unnoticed, watching a pitched battle between Ogres and Centaurs.  Joining on the side of the Centaurs, our heroes acquitted themselves well (quite well, actually, even without damage dice cascading too much), quickly vanquishing the Ogres and earning the grudging respect of the Centaurs.

The chief of this band introduced himself as Red Cloud and stated that this was his tribe's land, and that the PCs would be welcome to overnight with them but must leave in the morning.  In addition, he warned the PCs quite clearly about the folly of camping in the dark, alone, under a full moon, in this area.

Taking the hint, our heroes bedded down with the Centaurs, and were awakened in the night by howling and sounds of fighting! (It is important to note that our heroes dined upon roasted Ogre flesh for dinner, much to the disgust of the Centaurs.  This resulted in each player rolling a d10, resulting in Corvallis gaining strength and constitution at the cost of intelligence, wisdom, and charisma, while Yelrah and Carwreck began to transform into Ogres!) 

(DM note - this table was found in The Monster Overhaul, and the reason they eagerly consumed ogre flesh was because of a rumor they heard from Bestial Ecosystems Created by Monstrous Inhabitation - that consuming giant flesh leads to godhood.)

Eagerly joining the fray, the band found themselves battling foul werewolves that healed damage almost immediately!  Still, the lycanthropes were driven off, and one was captured, having its leg broken by a magical weapon (Yelrah's stone blade Stoney).  Interrogation proved fruitful, and the PCs learned that the monks that survived the coming of the Eye of Arik (belonging to Arik of the Hundred Eyes) transformed into werewolves, thirsting for sentient blood and meat.  

Putting the werewolf to the magical sword, our heroes (mostly Corvallis) then managed to insult Red Cloud and his tribe's druid, Eagle Feather, so were banished from the camp - but not without being thanked for their good deed of assisting the tribe.  Fortunately for the PCs, the rest of the night passed uneventfully.

The next morning, the PCs continued towards the monastery, stopping when they came upon a cottage.  Knocking on its door, they met and had tea with the sisters Rosalinda and Rosabella.  As the kettle boiled, the sisters mended the water-stained map that Corvallis carried, and it was revealed to be a decent layout of the monastery.  Over tea, the sisters provided additional information, including the facts that transforming into an ogre can be stopped through doing good deeds and that they would be absolutely delighted to have the head of the Ogre King delivered to them.  

From B5, page 8. Looks like Holloway art.

The sisters sweetened the pot by 'gifting' the PCs with several potions and scrolls, to better ensure their success.  Our heroes readily agreed to getting paid for murder, so they thanked the sisters and off they went.  

Making use of the map and the sisters' advice, the PCs entered the ruins through the cemetery, opting to not explore the mausoleums they passed (sad DM noises were made).  Once inside, the PCs discovered a chasm that periodically spat a geyser, accompanied by gurgling noise and gouts of boiling water.  A clever plan was made involving the timing of the geyser and luring things into or near it.

Moving forward, the suspected lair of the werewolves was found, so the PCs bravely went the other direction, into the buildings proper.  Making use of a potion of invisibility, it was discovered that most of the ogres were asleep, to include the Ogre King.  A plan was hatched involving invisibility, flaming oil, violence, and lots of luck and off the trio went.  

For the most part, everything went according to plan, bringing death and blood to the ogres and only minor injuries to our heroes.  After slaying (and beheading) the Ogre King (I even used Hill Giant stats), the PCs sampled the refreshing fountain in the middle of the ruins.

From B5, page 12

While Corvallis and Carwreck rolled well, Yelrah found himself paralyzed (coupled with levels of exhaustion from raging), and that is where this tale ends.

Smoke is billowing, the sun is setting, the werewolves are howling and prowling about, the Ogre King's head is on a Floating Disk, and the PCs are in a bind.

Will they check their map again for a alternate way out?  If so, will they take it?  Or will they die in the mouths of werewolves?

We should know tomorrow night!

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Thus pauseth the tale of the Warriors Three,

In dire circumstances, though they may be.

My cup it is empty, my thirst it does loom,

Whilst noble heroes brace themselves for their doom.

This week we meet again, their fate to decide,

will this noble venture become suicide?

Or instead shall they snatch victory from sure defeat, 

And at the Baron's table surely earn a seat?


Thursday, November 23, 2023

The Source of Dungeons

I have far too many RPG-related PDFs, and sometimes, I just start reading one to see what's in it.  Today's reading was this:

So I am reading about establishing dominions in ye olde Companion rules (book 1) and find this bit about magic-users (what earlier editions called wizards) on page 19. 

After the magic-user moves into the tower, a dungeon may be built beneath or near it.  The dungeon is most often constructed by hiring specialists in mining, but can be created magically if the proper spells are known and used.  When one or more levels of the dungeon are completed and thereafter left open, monsters will start to arrive and build lairs.  Shortly thereafter, low-level adventurers may start arriving to seek their fortunes.

First a magic-user builds (or captures) a tower, then they build a dungeon. Creating dungeons is the expectation of land-owning wizards.  The quote speaks of specialists in mining, but if digging dungeons is as commonplace as the above quote suggests, there are likely specialists in dungeon design, architecture, engineering, and building.  

It's likely these specialists are often Dwarves, which in turn helps explain why Dwarves are often so wealthy - wizards pay well for their skills, and the Dwarves deliver.  It is also implied that magic-users choose sites for towers based partially on the ease of building a dungeon - which means specialist surveyors, who again, are likely Dwarves.

If there are specialists in siting and building dungeons, there must be specialists in attracting the right kinds of monsters to lair therein.  Even if many monsters are migratory, various critters have expectations of living.  For example, if a magic-user is hoping for giants, the dungeon halls had best be 20' high and probably as wide.  Maslow teaches us that all creatures need food and shelter, so ready food sources had best be found within or near the dungeon, as well.  

Food sources like rat-on-a-stick franchises, maybe. 

The quote also states that dungeons can be created magically if the proper spells are known and used.  I'd think Wall of Stone, Stone Shape, Disintegrate, Dig, and summoned Earth Elementals would be baseline requirements, but no doubt others would help, as well.

All of this sounds like a hassle and makes me wonder why the magic-user wants such dangerous neighbors (tenants?) so close to home.  

The book tells us why, providing this motivation for magic-users to build dungeons:

Most magic-users with dungeons visit them once each month (or more), gathering any magical treasures that remain.  If too much treasure is taken from the monsters, they will probably move out.  Occasionally, if done quietly and secretly, the magic-user may capture some of the monsters for use in magical research and potion making.  This must be done carefully, lest the remaining monsters be scared away.

It appears that magic-users create dungeons expressly to farm magical items and to have a ready source of experiment-fodder and potion components.  This implies dungeon-digging landed magic-users have a side-hustle brewing potions, making different formulae trade secrets that are no doubt worth killing and dying for.  

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All this makes landed magic-users almost ideal patrons, both to the low-level adventurers who plumb their depths, and also mid-level adventurers to help stock their dungeons.   These adventurers may also be the same ones bringing new magic items into the dungeons, as well as a regular customer of the magic-user's potions.

This also suggests that Dwarves may well have a monopoly on dungeons dug by hand, with various clans specializing in different aspects of dungeons.  It also means that veteran adventurers can take advantage of knowing how different clans build things: "this looks like Stonehammer work - which means we need to watch for sliding walls and floor chute traps."

A world built around new dungeons appearing on a semiregular basis allows for an ideal game world - at least for me and my sporadic gaming.  

In light of this, I have some campaign world revising to do.


Sunday, November 12, 2023

Magic Item: Dragonseye Amulet

It's Sunday, I performed some minor home repairs, I got to talk with my son, there's a rye and coke on ice, and I'm feeling creative.

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A Facebook post asked about a magical item for an 'artificer artillerist.'  That smacks of 5e, but I am firmly entrenched in the idea that all permanent magical items should have some form of drawback.

Still, I thought of this, the Dragonseye Amulet.


The Dragonseye Amulet is noted for its potency, as it allows its wielder to channel primal chaos and draconic magic into their own castings, resulting in spells of greater power than normally possible. Legends say that while it increases the power of spells, channeling this eldritch primordial power leaves its user drained and exhausted - sometimes fatally so.

After all, the Dragonseye Amulet is how Gyges the Faithless leveled the city of Sarnath, La Voisin the Red annihilated the Army of Abramelin, and how Hudolf Ress the Fool brought the caverns of Nemetorszag down upon his head (and the heads of his companions and the combined might of several Underdark kingdoms).  He and his companions were widely known as fools throughout the multiverse, so it was both a fitting and expected end - it being a useful end was entirely accidental. 

Mechanically, this item adds 3d4 dice to whatever spell is cast; the downside being the same amount of temporary Constitution damage is dealt to the user, which can mean possible death.  In my games, at least, this roll is subject to our cascading (or exploding) dice rules, meaning that it can get out of hand quickly.

For example, say your Fireball normally does 6d6 damage.  Utilizing the Dragonseye Amulet lets you roll 3d4 and add that many d6 dice to the damage, which sounds great until the caster using it collapses unconscious.

In addition, in games (like 5e) that care about exhaustion, using the Dragonseye Amulet gives its user two levels of exhaustion.  

Of course, variations abound - half the dice in Con damage and one level of exhaustion may be more than enough to save this device for only the most difficult situations.

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Moral of the story - don't ever use Constitution as a dump stat.